﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

namespace WindowsGame1.Effects
{      
    class StatusEffects
    {
        int effect; //index of status effect applied
        int param1; // power of status effect being applied
        int param2; // power of status effect being applied
    }

    enum StatusEffectNames
    {
        FREEZE, //slows move and attack speed by (p1)
        SLOW, //slows move speed by (p1)
        PARALYZE, //stunned every (p1) ms for (p2) ms
        STUN, //cannot move or attack at all
        POISON_FLAT, //(p1) damage every (p2) seconds
        POISON_PERCENT, //(p1)% of health damage every (p2) seconds
        CHARM, //move towards source uncontrollably
        FRENZY, //attack uncontrollably (friendly fire on)
        PLAGUE, //this condition spreads to any touched entity
        BURN, //cannot be healed, spreads to touched entities
        SLEEP, //cannot move or attack, breaks on damage
        TAUNT, //automatically the primary target of enemies within (p1) radius
        GLOW, //emits light at (p1) radius
        AGING, //lose (p1)% move speed every (p2) seconds
        SILENCE, //cannot cast spells or abilities
        PACIFISM, //cannot use basic attack
        DELUSION, //this player's projectiles appear incorrectly?
        DIZZY, //controls reversed, hotkeys have random effect
        HATEBEAST, //you've met with a terrible fate, haven't you
        BERSERK, //attack speed increased by (p1)%
        TRAP_VISION, //trap vision in (p1) radius
        INSPIRED, //cooldowns reduced by (p1)%
        INTIMIDATE, //monsters within (p1)% must flee
        INVULNERABLE //immune to (p1)% of damage
    }

    ///need array to contain "gold value" of a point in each parameter of each status
}
